> I/O for updates is extremely efficient.
This happens to touch upon a pain I keep getting with Steam. Games like squad keep getting tiny patches (compared to the whole game size), which is great, until you see that steam needs to read and write the whole file again to finish the patch. It's not as simple as their "dumb allocation wearing out SSD" problem either -- there's no API to do this anywhere unlike the common posix_fallocate(). Linux FALLOC_FL_INSERT_RANGE comes close, but no studio will tend their files so they make exact filesystem block-sized units.